package net.minecraft.client.model;

import com.google.common.collect.Lists;
import com.google.common.collect.Maps;
import java.util.List;
import java.util.Map;
import java.util.Random;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;

public abstract class ModelBase {
	public float swingProgress;
	public boolean isRiding;
	public boolean isChild = true;
	public List<ModelRenderer> boxList = Lists.<ModelRenderer>newArrayList();
	private Map<String, TextureOffset> modelTextureMap = Maps.<String, TextureOffset>newHashMap();
	public int textureWidth = 64;
	public int textureHeight = 32;

	/**
	 * Sets the models various rotation angles then renders the model.
	 */
	public void render(Entity entityIn, float p_78088_2_, float p_78088_3_, float p_78088_4_, float p_78088_5_,
			float p_78088_6_, float scale) {
	}

	/**
	 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used
	 * for animating the movement of arms and legs, where par1 represents the
	 * time(so that arms and legs swing back and forth) and par2 represents how
	 * "far" arms and legs can swing at most.
	 */
	public void setRotationAngles(float p_78087_1_, float p_78087_2_, float p_78087_3_, float p_78087_4_,
			float p_78087_5_, float p_78087_6_, Entity entityIn) {
	}

	/**
	 * Used for easily adding entity-dependent animations. The second and third
	 * float params here are the same second and third as in the setRotationAngles
	 * method.
	 */
	public void setLivingAnimations(EntityLivingBase entitylivingbaseIn, float p_78086_2_, float p_78086_3_,
			float partialTickTime) {
	}

	public ModelRenderer getRandomModelBox(Random rand) {
		return (ModelRenderer) this.boxList.get(rand.nextInt(this.boxList.size()));
	}

	protected void setTextureOffset(String partName, int x, int y) {
		this.modelTextureMap.put(partName, new TextureOffset(x, y));
	}

	public TextureOffset getTextureOffset(String partName) {
		return (TextureOffset) this.modelTextureMap.get(partName);
	}

	/**
	 * Copies the angles from one object to another. This is used when objects
	 * should stay aligned with each other, like the hair over a players head.
	 */
	public static void copyModelAngles(ModelRenderer source, ModelRenderer dest) {
		dest.rotateAngleX = source.rotateAngleX;
		dest.rotateAngleY = source.rotateAngleY;
		dest.rotateAngleZ = source.rotateAngleZ;
		dest.rotationPointX = source.rotationPointX;
		dest.rotationPointY = source.rotationPointY;
		dest.rotationPointZ = source.rotationPointZ;
	}

	public void setModelAttributes(ModelBase model) {
		this.swingProgress = model.swingProgress;
		this.isRiding = model.isRiding;
		this.isChild = model.isChild;
	}
}
